void SpawnEnemy(Enums.EnemyType _enemyType) { for (int i = 0; i < enemiesAvailable[_enemyType].Count; i++) { if (!enemiesAvailable[_enemyType][i].activeInHierarchy) { enemiesAvailable[_enemyType][i].transform.position = spawnPoint.position; enemiesAvailable[_enemyType][i].transform.rotation = spawnPoint.rotation; enemiesAvailable[_enemyType][i].SetActive(true); numberOfEnemiesAlive++; EnemiesAlive.Add(enemiesAvailable[_enemyType][i]); return; } } }
/// <summary> /// Konstruktor /// </summary> /// <param name="type">Typ enum wroga.</param> protected Enemy(Enums.EnemyType type) { Id = GameParameters.Id++; IsDead = false; Type = type; switch (type) { case Enums.EnemyType.Biochem: Speed = GameConst.EnemySpeed; RemainingLifes = GameConst.BiochemLifes; Fill = CreateImageBrush(GameConst.EnemyBiochem); break; case Enums.EnemyType.Emo: Speed = GameConst.EnemySpeed; RemainingLifes = GameConst.EmoLifes; Fill = CreateImageBrush(GameConst.EnemyEmo); break; case Enums.EnemyType.Human: Speed = GameConst.EnemySpeed; RemainingLifes = GameConst.HumanLifes; Fill = CreateImageBrush(GameConst.EnemyHuman); break; case Enums.EnemyType.Matphys: Speed = GameConst.EnemySpeed; RemainingLifes = GameConst.MatphysLifes; Fill = CreateImageBrush(GameConst.EnemyMatphys); break; case Enums.EnemyType.Janitor: Speed = GameConst.EnemySpeed; RemainingLifes = GameConst.JanitorLifes; Fill = CreateImageBrush(GameConst.EnemyJanitor); break; default: throw new NotImplementedException(); } SetRandomPosition(); StartTimer(); }
public void Init(EnemyConfig config) { enemyType = config.type; name = config.name; health = new Health(); health.Init(config.health); mana = new Mana(); mana.Init(config.mana); action = new Action(); action.Init(config.action); deck = new CombatDeck(); deck.Init(config.deck); deck.Shuffle(); currentHand = new CombatHand(); discardHand = new CombatHand(); exileHand = new CombatHand(); appliedEffects = new Dictionary <Enums.AppliedEffect, int>(); isDead = false; }
public WaveBurst(Enums.EnemyType _enemyType, int _count, float _rate) { enemyType = _enemyType; count = _count; rate = _rate; }